Air Stone Fire Water

Description:

Wind Walker
N Large outsider (air, elemental, extraplanar) Fighter 5
Init 1; Senses darkvision 60 ft.; Perception +11
DEFENSE
AC 22, touch 18, flat-footed 13 (
8 Dex, 1 dodge, +4 natural, –1 size)
hp 130 (15d10
45)
Fort 14, Ref +15, Will +4
Defensive Abilities air mastery; DR 5/—; Immune elemental traits
OFFENSE
Speed fly 100 ft. (perfect)
Melee 2 slams +25 (1d8
7)
Space 10 ft.; Reach 10 ft.
Special Attacks whirlwind (DC 18, 10–40 ft.)
STATISTICS
Str 18, Dex 26, Con 16, Int 6, Wis 11, Cha 11
Base Atk +15, CMB +21; CMD 39
Feats Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Mobility, Spring Attack, Weapon Focus (natural), Weapon Specialization (Natural), Weapon Finesse
Skills Acrobatics +18, Escape Artist +18, Fly +24, Knowledge (planes) +8, Perception +14, Stealth +14
Languages Auran
SPECIAL ABILITIES
Air Mastery (Ex)
Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
Weapon Training (Natural): +1 to hit and damage

Ash Monger
N Large outsider (elemental, extraplanar, fire)
Init 10; Senses darkvision 60 ft.; Perception +11
DEFENSE
AC 20, touch 16, flat-footed 13 (
6 Dex, 1 dodge, +4 natural, –1 size)
hp 105 (15d10
30)
Fort 15, Ref +13, Will +6
DR 5/—; Immune elemental traits, fire
Weaknesses vulnerability to cold
OFFENSE
Speed 50 ft.
Melee 2 slams +22 (1d8
5 plus burn)
Space 10 ft.; Reach 10 ft.
Special Attacks burn (1d8, DC 16)
STATISTICS
Str 14, Dex 22, Con 14, Int 6, Wis 11, Cha 11
Base Atk +15; CMB +18; CMD 35
Feats Dodge, Improved InitiativeB, Iron Will, Mobility, Spring Attack, Weapon Finesse, weapon Focus Natural weapon specialization natural, combat reflexes
Skills Acrobatics +18, Climb +12, Escape Artist +16, Intimidate +12, Knowledge (planes) +8, Perception +14
Languages Ignan
SPECIAL ABILITIES
Burn (Ex)
A fire elemental deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire. See Burn for more details.
Weapon Training (natural): +1 to hit and damage

Stone lord
N Large outsider (earth, elemental, extraplanar)
Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception 11
DEFENSE
AC 18, touch 8, flat-footed 18 (–1 Dex, +10 natural, –1 size)
hp 135 (15d10
60)
Fort 15, Ref +3, Will +8
DR 5/—; Immune elemental traits
OFFENSE
Speed 20 ft., burrow 20 ft., earth glide
Melee 2 slams +23 (2d6
10)
Space 10 ft.; Reach 10 ft.
Special Attacks earth mastery
STATISTICS
Str 24, Dex 8, Con 18, Int 6, Wis 11, Cha 11
Base Atk +15; CMB +23; CMD 32
Feats Cleave, Greater Bull Rush, Improved Bull RushB, Improved Overrun, Power Attack, Great Cleave, weapon Focus (natural), weapon specialization (natural)
Skills Appraise +9, Climb +18, Knowledge (dungeoneering) +6, Knowledge (planes) +9, Perception +14, Stealth +8
Languages Terran
SPECIAL ABILITIES
Earth Glide (Ex)
A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Earth Mastery (Ex)
An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)
Weapon training (natural): +1 to hit and damage

Tearing Tide
N Large outsider (elemental, extraplanar, water)
Init 2; Senses darkvision 60 ft.; Perception +9
DEFENSE
AC 18, touch 12, flat-footed 15 (
2 Dex, 1 dodge, +6 natural, –1 size)
hp 135 (15d10
60)
Fort 15, Ref +10, Will +4
DR 5/—; Immune elemental traits
OFFENSE
Speed 20 ft., swim 90 ft.
Melee 2 slams +22 (1d8
8)
Space 10 ft.; Reach 10 ft.
Special Attacks drench, vortex (DC 19, 10–40 ft.), water mastery
STATISTICS
Str 20, Dex 14, Con 18, Int 6, Wis 11, Cha 11
Base Atk +15; CMB +21; CMD 34
Feats Cleave, Dodge, Great Cleave, Power Attack, weapon focus, weapon specialization, combat reflexes
Skills Acrobatics +12, Escape Artist +13, Knowledge (planes) +8, Perception +12, Stealth +8, Swim +27
Languages Aquan
SPECIAL ABILITIES
Drench (Ex)
The elemental’s touch puts out non-magical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental’s HD).
Vortex (Su)
A water elemental can create a whirlpool as a standard action, at will. This ability functions identically to the whirlwind special attack, but can only form underwater and cannot leave the water.
Water Mastery (Ex)
A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks.
weapon training: +1 to hit and damage

Bio:

Air Stone Fire Water

Path of The blood moon QT_Pi